I realized that this post I wrote may be a bit long for the Forums, so I'm reposting as a blog.
Originally Posted by FalkonSwiftblade
So as info has started coming out about the combat in Amalur and its evolved combat tactics, it has me wondering about what traits will or have evolved from pen and paper games and the past 30 yrs of video games for RPG's. I wonder specifically if Amalur will progress into styles of combat as the hero gets more powerful, or if it will be just bigger swings and stronger magic, or if there will be more of a choreographed dance type of flow in the combat. From the tiny bit I've been able to learn from the audio samples that were shared, and the screens I've seen, it's clear that we've come a long way from what Todd referred to as the 0-100% combat in games like Final Fantasy 1 and other RPG's out there and the elements that they have borrowed from action games.
I'm kind of intrigued of how the wizard and warriors work in this new style, and I'm super curious how they will push the envelope of the finesse tree. It sounds as if it may just be more of a dodge heavy tree focused upon the assassin archetype based off of how they have decided to do the other trees so far. So my big question is how to make a finesse type of hero go to the next level. What has not been done already that would make them uniquely different, and why would we want to play that style if the current state of the other classes seem very capable as they already are. The combat already sounds like its very quick paced, and if you are playing a sneaky type of character, does a sneaky character make sense in the fast pace combat, especially if the enemy Ai is as smart as it has been described?
I'm totally speculating how it might look, but I'm guessing the style would incude a lot more status affecting elements like stuns. I wonder though how you might handle combat in groups so you're not surrounded by 8 mobs at once getting pwnd on. Maybe this class is more tactical, and you set up a lot of traps, maybe your magical ability's are more about illusions creating mirrored versions of your self that baddies try to attack while you actually go around attacking them. I'd also like to see some tactical ability to possibly attack enemy's in a way that pushed them into a defensive state that makes them all gather into a small group, possibly like a spider weaving its web around the enemy. Then the finesse hero activates a group stun attack, and unleashes a massive flurry of weapon damage. I'm not certain if you could really increase the attack speed much quicker than what was shown by a noticeable amount, but I gotta tell you one of my favorite scenes in one of RA Salvatores books was when Drizzt hit an enemy 15 times before he realized he had been hit once. That type of combat has always been my favorite, quick flourishes with massive bleed and mortal wounds inflicted. I'd like to see a similar teleport technique mentioned for the wizard, but more like short sprints from point to point as the finesse hero opens the whammy. It would also be awesome if they could include kicks and unarmed punches and brawler type of attacks. Maybe its still early enough they could introduce brass knuckles or magical gauntlets with razors or claws attached.
So enough rambling on my part, what types of combat would you guys like to see either in the finesse tree, or maybe one of the other branches? Where would you like to see the evolution of combat go?